Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Camera
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UCameraShakeSourceComponent
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Camera/CameraShakeSourceComponent.h |
| Include | #include "Camera/CameraShakeSourceComponent.h" |
Syntax
class UCameraShakeSourceComponent : public USceneComponent
Variables
| Type | Name | Description | |
|---|---|---|---|
| ECameraShakeAttenuation | Attenuation | The attenuation profile for how camera shakes' intensity falls off with distance | |
| bool | bAutoStart | ||
| TSubclassOf< UCameraShakeBase > | CameraShake | ||
| TObjectPtr< UTexture2D > | EditorSpriteTexture | Sprite to display in the editor. | |
| float | EditorSpriteTextureScale | Sprite scaling for display in the editor. | |
| float | InnerAttenuationRadius | Under this distance from the source, the camera shakes are at full intensity | |
| float | OuterAttenuationRadius | Outside of this distance from the source, the camera shakes don't apply at all |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UCameraShakeSourceComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| float | GetAttenuationFactor
(
const FVector& Location |
Computes an attenuation factor from this source | |
| void | Start () |
||
| void | StartCameraShake
(
TSubclassOf< UCameraShakeBase > InCameraShake, |
Starts a new camera shake originating from this source, and apply it on all player controllers | |
| void | StopAllCameraShakes
(
bool bImmediately |
Stops all currently active camera shakes that are originating from this source from all player controllers | |
| void | StopAllCameraShakesOfType
(
TSubclassOf< UCameraShakeBase > InCameraShake, |
Stops a camera shake originating from this source |
Overridden from UActorComponent
| Type | Name | Description | |
|---|---|---|---|
| void | BeginPlay () |
Begins Play for the component. | |
| void | EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Ends gameplay for this component. | |
| void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally | |
| void | PreEditChange
(
FProperty* PropertyAboutToChange |
This is called when a property is about to be modified externally |